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- using UnityEngine;
- namespace Chronos
- {
- public interface IParticleSystemTimeline : IComponentTimeline<ParticleSystem>
- {
- /// <summary>
- /// The playback speed that is applied to the particle system before time effects. Use this property instead of ParticleSystem.playbackSpeed, which will be overwritten by the timeline at runtime.
- /// </summary>
- float playbackSpeed { get; set; }
- /// <summary>
- /// The playback time of the particle system. Use this property instead of ParticleSystem.time, which will be overwritten by the timeline at runtime.
- /// </summary>
- float time { get; set; }
- /// <summary>
- /// Determines whether the particle system should emit. Use this property instead of ParticleSystem.enableEmission, which will be overwritten by the timeline at runtime.
- /// </summary>
- bool enableEmission { get; set; }
- /// <summary>
- /// Indicates whether the particle system is playing. Use this property instead of ParticleSystem.isPlaying, which will be overwritten by the timeline at runtime.
- /// </summary>
- bool isPlaying { get; }
- /// <summary>
- /// Indicates whether the particle system is paused. Use this property instead of ParticleSystem.isPaused, which will be overwritten by the timeline at runtime.
- /// </summary>
- bool isPaused { get; }
- /// <summary>
- /// Indicates whether the particle system is stopped. Use this property instead of ParticleSystem.isStopped, which will be overwritten by the timeline at runtime.
- /// </summary>
- bool isStopped { get; }
- /// <summary>
- /// Plays the particle system. Use this method instead of ParticleSystem.Play(), which will be overwritten by the timeline at runtime.
- /// </summary>
- void Play(bool withChildren = true);
- /// <summary>
- /// Pauses the particle system. Use this method instead of ParticleSystem.Pause(), which will be overwritten by the timeline at runtime.
- /// </summary>
- void Pause(bool withChildren = true);
- /// <summary>
- /// Stops the particle system. Use this method instead of ParticleSystem.Stop(), which will be overwritten by the timeline at runtime.
- /// </summary>
- void Stop(bool withChildren = true);
- /// <summary>
- /// Indicates whether the particle system is alive. Use this method instead of ParticleSystem.IsAlive, which will be overwritten by the timeline at runtime.
- /// </summary>
- bool IsAlive(bool withChildren = true);
- }
- }
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